Livestock Containment

Discussion of Maia's on going development, including modding.
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SimoRoth
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Livestock Containment

Post by SimoRoth » Wed Oct 02, 2013 1:30 am

Finally got the new room in. Securely contain your pesky critters in a secure, sawdust-strewn home. No expense spared!
LivestockContainment.jpg

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Tikigod
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Re: Livestock Containment

Post by Tikigod » Wed Oct 02, 2013 11:52 am

Where's the blender?

Also, does that mean all colonists using that model aren't really colonists but are livestock?
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SimoRoth
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Re: Livestock Containment

Post by SimoRoth » Wed Oct 02, 2013 3:42 pm

Hah! I'll tell Belsameth you said that. ;)

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SimoRoth
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Re: Livestock Containment

Post by SimoRoth » Thu Oct 03, 2013 6:05 pm

Chickens will now go to the Livestock room to reproduce! (I'll turn on the heat seeking code in another alpha so if there isn't a big enough livestock room they will nest in warm places like near lava or in your reactors!)
Chicken2s.jpg

UsF
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Re: Livestock Containment

Post by UsF » Thu Oct 03, 2013 8:23 pm

There go my hopes for cold fusion, oh well. :lol:

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Studdart
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Re: Livestock Containment

Post by Studdart » Fri Oct 11, 2013 8:39 am

we just need a torture chamber and a couple of dark mistresses and productivity in the base will sky rocket!
I'll get my coat...

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PlasmaDavid
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Re: Livestock Containment

Post by PlasmaDavid » Tue Oct 22, 2013 11:32 am

I like the idea of chickens popping up onto ventillation ducts for the warm air, or onto desks.

And colonists shooing them or trying to scare them down, of course!

I also LOVE the look of the pens for holding xenos. It wouldn't be a great alien game if you couldn't finally trap the best and have it in a secure (hah, or so they think) cage where they can finally get a good look at the beastie under control.
Send in more planes!

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